Maybeboard (2)

Description

This is the Turn of the Final Round, with only 12 minutes remaining before your impending doom. Your opponent seems to think they have the upper hand and tap out, casting their spells and putting their creatures into play.

Just like that, the game has metaphorically been reset in your favour. You begin your next turn as your opponent stands still in time. Your ramp continues with Garruk Wildspeaker, untapping your lands, and all of a sudden you cast Walk the Aeons, bewildering your opponent as you begin another turn - resetting the clocks back once again to finish your gameplan.

Your opponent starts to notice that your Planeswalkers increase their loyalty counters, getting closer to their Ultimate. You have an absurd amount of mana at your disposal thanks to your ramp. Your opponent thinks you've exhausted your Time Walks and can go no further. With 4 mana you cast Narset Transcendent, and use her minus ability to give the next instant or sorcery rebound, only to follow up with another Time Warp.

It's at this point your opponent feels they've entered their own personal Purgatory. You begin another turn, and cast a Seasons Past, returning your Fetch Lands, Time Walks, and everything in between, only to reset the clocks once more with Narset's Rebounded Time Warp...before that happens, Nissa animates two lands as 5/5 fliers with haste, beating down a beaten opponent.

This is not meant for the casual-friendly, kitchen table environment. It's probably not meant in a competitive setting either; the outcome will remain the same - you will be hated out with passion.

Uninteraction is the best way to play single player games like Magic: the Gathering, and this is the epitome of a single player experience. All the turns you could possibly want, all the combat steps unanswered, all your spells recurring thanks to Narset Transcendent and Seasons Past. This is misery incarnate in the game's most colourful mana symbols.

Eventually, you'll have enough mana to cast your Time Walks, thus beginning your journey through an endless supply of turns. The way this deck works is that you have the means of casting your Time Walks, and ways in which you can recur them as well. Seasons Past is a wonderful way to do this as you can return each Time Walk along with spells you may already have cast like Cryptic Command, Sphinx's Revelation and Serum Visions. Best of all, Seasons Past gets put on the bottom of our library!

Ultimately, animating two lands as 5/5's via Nissa's ability is a fantastic way to win. More often than not, opponents will exhaust their mana during previous extra turns so they are unable to deal with our flying creatures.

I hope you got a kick out of my second Legend of Zelda themed deck. For EDH fans, THE King of all Zora would love to demonstrate his recycling process in a deck made entirely by him:

Updates

Comments

September 9, 2017
3:55 a.m.

You've probably thought of this already and rejected it for your own reasons, but could Arbor Elf perhaps replace either the courser or noble heirarch? There's something quite joyful of ramping to 4 mana second turn with a Utopia Sprawl and Arbor Elf, casting a Garruk Wildspeaker and then casting another 3 mana plainswalker creature on top of that...

September 10, 2017
10:14 p.m.

goblinguiderevealpls I wouldn't necessarily say Unraveler outperforms here when Telepath Unbound can flashback any timewalk. Looting early on is also formidable. But the idea of Opt and Bouncing things certainly is no slouch. That being Said Nissa Scrys, and puts things into play far earlier.

As for BOP, unfortunately it doesn't outperform Courser at all. At the very least it's probably better than Noble with the exception of Noble's Exalt trigger. Arbor Elf is already being considered for a possible replacement as it also encourages a far more budget build while still retaining the same strength.

Lotus Cobra and Asuza are also quite poor here since we are not relying on multiple land triggers, but rather ramping via Utopia and Garruk. Consider archetypes like Amulet Titan that would run those cards, they're running on average 27-28 lands to really make use of their abilities.

Oracle is functionally better, but a turn slower and would probably be cast at the time I would much rather want any Walker, or Timewalk.

As for Courser itself, is feasible to cast, has a great body for it's slot on the curve and offers a lifegain as well as being able to play additional lands.

I really appreciate all the thought that went into your suggestions mate. At the very least I will consider dropping one JVP for one Unraveler. But an interesting fact for you to know is that a similar Bant Turns build made it to Top 8 at an SCG Classic, so I know this actually has potential in a DCI sanctioned event! I'm glad you enjoyed the theme as much as I!

Maybeboard (2)

1x Arbor&emsp13;Elf

1x Jace,&emsp13;Unraveler&emsp13;of&emsp13;Secrets

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